Pedro Alpera Posted May 8, 2014 Share Posted May 8, 2014 I have seen a possible bug, when you set bringToTop to true in enableDrag: enableDrag(false, true) StopDrag event don´t work until you move the mouse.In touch devices it´s not fired. Example: I drag a sprite, then without moving the mouse I release the button, the event it is not fired, when I move the mouse again the event is fired. I have made an example: http://pedroalpera.com/phaser/playground/enabledragissue/ Example Code: window.onload = function () { var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update}); var graphics; var bmd; function preload() { game.load.image('block', 'assets/block.png'); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); block = game.add.sprite(100, 100, 'block'); block1 = game.add.sprite(100, 300, 'block'); block.originX = block.x; block.originY = block.y; block1.originX = block1.x; block1.originY = block1.y; block.inputEnabled = true; block1.inputEnabled = true; block.input.enableDrag(false, false); block1.input.enableDrag(false, true); block.events.onDragStop.add(blockDragStop, this); block1.events.onDragStop.add(blockDragStop, this); // Text var text1 = "input.enableDrag(false, false);"; var text2 = "input.enableDrag(false, true) - Not working"; var style = { font: "15px Arial", fill: "#ffffff", align: "left" }; var t1 = game.add.text(100, 210, text1, style); var t2 = game.add.text(100, 410, text2, style); } function blockDragStop(item) { game.add.tween(item).to({x: item.originX, y: item.originY }, 400, Phaser.Easing.Back.Out, true); } function update() { } }; Link to comment Share on other sites More sharing options...
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